0 votes

var motion = Vector2()
var GR = 15
...

func OnDeath():
$CollisionShape2D.calldeferred("setdisabled", true)
$Sprite.play("dead")
$Timer.start()

func physicsprocess(delta):
motion.y += GR
motion.x = motion.x
motion.y = moveandslide(motion, UP , true).y

in Engine by (36 points)

Hi,
does OnDeath even gets called?

of course
func OnHit(damage): current_hp -= damage if current_hp <= 0: is_dead = true OnDeath()

Well ... i would set a breakpoint in the OnDeath function and carefully "step into" while observing the $sprite. This should shed some light on this issue.

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